Fallout Of Nevada Save Editor

Save Editor Discussion in 'Fallout RPG Gameplay & Tech' started by asicag, Oct 28, 2018.

Credits and distribution permission • Other user's assets Some assets in this file belong to other authors. • [Core] Updated bundled MCM (thanks to Pelinor) • [Core] Chargeable Weapons: Improved charging scripts and added a charging indicator to the crosshair • [Core] Chargeable Weapons: Removed seperate records for chargeable AER14 and Q-35. *********************** IMPORTANT! **************************** * The, Version 2.0 Beta7 (or newer) is REQUIRED to run Project Nevada. * The is HIGHLY RECOMMENDED for properly installing Project Nevada. * The add support for Project Nevada features to official DLC and other mods. * Check out for updates and new features.

* Project Nevada comes with an integrated version of by Pelinor. To enable MCM support for other mods as well, you have to install the. If you have any problems or questions, please take a look at the Troubleshooting and FAQ sections at the bottom of this description page first. Project Nevada is a mod aiming to make Fallout: New Vegas a more interesting - eventually more challenging - but surely more fun experience for you. Created by the team responsible for the Fallout 3 Wanderers Edition (FWE), we're leaving the barren DC wasteland behind and move on west to new, exciting regions. Project Nevada is not an overhaul, instead it's organized as a set of themed modules.

Each module can address different aspects of the game and target different audiences, but they are also designed to work in conjunction. Our vision is to allow players picking the modules they want and using them together with any mod they like, instead of forcing them to make the all-or-nothing choice. See the next sections for detailed descriptions and features of all current modules. Further general objectives and design concepts are: * Easy installation and setup; no load order or complicated dependencies. * Great customization through different modules and an in-game menu * Rather keep things straightforward and enjoyable than overly complicated and tedious. * Avoid changes that could conflict with other mods unless they are absolutely necessary.

* Blend features in as good as possible - players shouldn't feel reminded that they're using a mod. The Core module is the foundation of Project Nevada, and as such required by all other modules. It adds the gameplay features found in popular first-person-shooter games that were missing in New Vegas. Some of those features are improved versions of already well-known Fallout 3 mods, like the Grenade Hotkey, Bullet Time or Sprint. All of them are rewritten from the ground up, with exciting new features like the support for several VATS perks in Bullet Time and support for throwing weapons with the grenade hotkey. Others are brand new, like the Dynamic Crosshair that changes it size according to the current weapon spread.

Muljtfiljm v formate fla. Each of those features can be individually enabled or disabled in-game. They are fully script-based to play along well with other mods. To allow customization, the Core module implements a Control Panel, which can be accessed directly from the pause menu.

Other mods may extend the Control Panel without conflict and make use of the provided methods for streamlined hotkey assignment. Since the Core module avoids conflicting changes, players are free run it alongside any other mods, including their favorite overhaul. >>> Details Dynamic Crosshair This feature causes the crosshair to expand and contract dynamically based on the player's current gun spread. Bullet Time A classic feature that doesn't need much introduction - press a hotkey to slow down time, at the cost of Action Points. Sprint Yet another classic - as the name suggests, Sprint allows you to increase your speed until your action points are used up. When bouncing into an opponent you may knock him down if your Strength is overpowering his. Grenade Hotkey Press a hotkey to quickly equip and prepare an explosive, then release to throw it.

Another hotkey is used to cycle through the different throwables in the players inventory. Besides grenades and thrown weapons, mines and placed explosives are now supported as well. Any unknown explosives are automatically supported once they have been equipped. Variable Zoom for scoped weapons All scoped weapons get multiple zooming steps. This automatically works for mod-added weapons as well. The number and magnification of those additional zooming steps is based on range of the weapon, so it will not turn a pistol into a sniper rifle.

Selected weapons have a digital zoom (Gauss, Scoped Laser Rifle). Slower Backpedaling When moving backwards, the player's speed is reduced based on his/her agility. First-person Visor Overlays for helmets Helmets and other headgear now get immersive first-person overlays and vision effects. Based on the item condition, cracks and scratches will show up on the visor as well. Immersive Health Visuals With decreasing health, the player's vision gets weak and blurry, creating an immersive feedback mechanism for you current health. Enhanced Stealth Field The stealth field of armors or Stealth Boys can now be toggled on and off by hotkey.